Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB features core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GT 430 1GB, which has a clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9800 GT 1GB should perform much faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB will be quite a bit (about 200%) better at AF than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9800 GT 1GB will be quite a bit (about 243%) faster with regards to anti-aliasing than the GeForce GT 430 1GB, and also should be capable of handling higher resolutions without losing too much performance. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.